@inbook{4773,
  abstract     = {{Welcome to the second volume of the reader on Pervasive Gaming Research! With this volume we focus mainly on actual implementations and prototypes of Pervasive Games. The foundations, both in technical and conceptual terms, were laid in the fi rst volume. Now, we apply these foundations to real Pervasive Games and explore the issues related to actually realizing such Pervasive Games. Clearly, the combination of virtual, physical, and social aspects in Pervasive Gaming contributes to a new complexity in game design, since games are no longer confi ned to the narrowness of a computer screen, but integrate with our real environments that consist of many things beyond our control.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{5--10}},
  publisher    = {{Shaker}},
  title        = {{{Prototyping Pervasive Games: A New Dimension of Complexity}}},
  volume       = {{5-10}},
  year         = {{2007}},
}

@inbook{4774,
  abstract     = {{The manifolds of spaces and places we are entering, populating, transiently crossing and eventually leaving (only to immerse in another subsequent context) as part of our daily activities in our personal, public and professional lives are undergoing a dramatic change. Although this change is taking place we are aware of it only in a limited fashion due to its unobtrusive character as illustrated in the statement by Streitz and Nixon (2005): “It seems like a paradox but it will soon become reality: The rate at which computers disappear will be matched by the rate at which information technology will increasingly permeate our environment and our lives”.}},
  author       = {{Streitz, Norbert and Prante, Thorsten and Röcker, Carsten and van Alphen, Daniel and Stenzel, Richard and Magerkurth, Carsten and Lahlou, Saadi and Nosulenko, Valery and Jegou, Francois and Sonder, Frank and Plewe, Daniela}},
  booktitle    = {{The Disappearing Computer : Interaction Design, System Infrastructures and Applications for Smart Environments}},
  editor       = {{Streitz, Norbert  and Kameas, Achilles  and Mavrommati, Irene}},
  isbn         = {{978-3-540-72725-5}},
  keywords     = {{Informal Communication, Local Mobility, Computer Support Cooperative Work, Smart Environment, Smart Space}},
  pages        = {{3--29}},
  publisher    = {{Springer}},
  title        = {{{Smart Artefacts as Affordances for Awareness in Distributed Teams}}},
  doi          = {{10.1007/978-3-540-72727-9_1}},
  volume       = {{4500}},
  year         = {{2007}},
}

@inproceedings{4814,
  abstract     = {{In this paper, we present the Smart Dice Cup, a novel interaction device aimed at gaming applications in smart home environments. The Smart Dice Cup is used in a similar way as a traditional leather dice cup to generate random numbers. Integrated accelerometers relate the shaking of the device to the resulting rolls of the dice. In addition to an autonomous stand-alone mode, where the Smart Dice Cup serves as self-sustained gaming system, the device is also capable of communicating with its surrounding environment serving as an input device for other pervasive gaming applications.}},
  author       = {{Magerkurth, Carsten and Engelke, Timo and Röcker, Carsten}},
  booktitle    = {{Entertainment Computing - ICEC 2006}},
  editor       = {{Harper, Richard and Rauterberg, Matthias  and Combetto, Marco }},
  isbn         = {{978-3-540-45259-1}},
  keywords     = {{Interaction Device, Smart Home Environment, Pervasive Game, Remote Control Mode, Ambient Intelligence Environment}},
  location     = {{Cambridge, UK}},
  pages        = {{211--216}},
  publisher    = {{Springer}},
  title        = {{{The Smart Dice Cup: A Radio Controlled Sentient Interaction Device}}},
  doi          = {{10.1007/11872320_25}},
  year         = {{2006}},
}

@article{4824,
  abstract     = {{The integration of information, communication, and sensing technologies into our everyday objects has created smart environments. Creating the smart artifacts that constitute these environments requires augmenting their standard functionality to support a new quality of interaction and behavior.A system-oriented, importunate smartness approach creates an environment that gives individual smart artifacts or the environment itself certain self-directed actions based on previously collected information. For example, a space can be smart by having and exploiting knowledge about the persons and artifacts currently situated within its borders.In contrast, a people-oriented, empowering smartness approach places the empowering function in the foreground by assuming that smart spaces make people smarter. This approach empowers users to make decisions and take actions as mature and responsible people.Although in some cases it might be more efficient if the system doesnýt ask for a userýs feedback and confirmation at every step in an action chain, the overall design rationale should aim to keep the user in the loop and in control whenever possible.}},
  author       = {{Streitz, Norbert and Röcker, Carsten and Prante, Thorsten and van Alphen, Daniel and Stenzel, Richard and Magerkurth, Carsten}},
  issn         = {{1558-0814 }},
  journal      = {{Computer : innovative technology for computer professionals }},
  keywords     = {{Personal digital assistants, Refrigeration, Portable computers, Control systems, Roads, Availability, Cellular phones, Communications technology, Humans, Smart homes}},
  number       = {{3}},
  pages        = {{41 – 49}},
  publisher    = {{IEEE}},
  title        = {{{Designing Smart Artifacts for Smart Environments}}},
  doi          = {{10.1109/MC.2005.92}},
  volume       = {{38}},
  year         = {{2005}},
}

@inproceedings{4830,
  abstract     = {{We present a ubiquitous computing environment that consists of the Hello.Wall in combination with ViewPorts. Hello.Wall is a new wall-sized ambient display [4,2] that emits information via light patterns and is considered informative art. As an integral part of the physical environment, Hello.Wall constitutes a seeding element of a social architectural space conveying awareness information and atmospheres in organizations or at specific places. The display is context-dependent by reflecting identity and distance of people passing by. Hello.Wall can "borrow" other artefacts in order to communicate more detailed information. These mobile devices are called ViewPorts. People can also further interact with the Hello.Wall using ViewPorts via integrated WaveLAN and RFID technology.}},
  author       = {{Prante, Thorsten and Röcker, Carsten and Streitz, Norbert and Stenzel, Richard and Magerkurth, Carsten and van Alphen, Daniel and Plewe, D. A.}},
  booktitle    = {{Video Track and Adjunct Proceedings of the Fifth International Conference on Ubiquitous Computing (UBICOMP’03)}},
  editor       = {{Ljungstrand, P. and Brotherton, J.}},
  keywords     = {{Ambient display, informative art, social architectural space, context-dependent, sensor-based  interaction, interactive  wall, interaction  design, mobile  devices, smart  artefacts, ubiquitous computing environment, calm technology}},
  location     = {{Seattle, Washington, USA,}},
  pages        = {{277--278}},
  title        = {{{Hello.Wall – Beyond Ambient Displays}}},
  year         = {{2003}},
}

@inproceedings{6356,
  author       = {{Czwalinna, R. and Wilhelm, Patrick and Lehre, Gerhard and Müller, Ulrich}},
  keywords     = {{GDL e. V., Bonn, (ISDN 3-931678-04-0)}},
  location     = {{Berlin}},
  title        = {{{Vergleich zweier Gefrierverfahren von Stutenmilch hinsichtlich der anschließenden Vakuumgefriertrocknung, Kurzfassung}}},
  year         = {{2001}},
}

